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FuturLab and Curve Digital are delighted to announce that they’re working to bring the critically acclaimed PlayStation Vita title, Velocity Ultra, to PS3 later this year. Brought to you by Curve’s in-house development team, the PS3 version will run at full HD resolutions and retain all the features beloved by fans of the PS Vita version.
Hey folks. We had such a good time showcasing Velocity 2X at the Eurogamer Expo, we’d like to share our experience with you!
First of all, we managed to find the courage to jump on stage to talk about Velocity 2X in a Developer Session. For those who missed it, we talked about how we’ve approached making a PS Minis game desirable for PS4.
What can I say? Other than sorry for the delay! We’ve been somewhat harassed by you folks for a month on Twitter, Email and Facebook, and frankly we deserved it! But now Velocity Ultra for PS Vita is nearly upon us, bug-free and with a high-res coat of paint.
Many people thought Velocity was a bargain on minis because of the sheer amount of content we managed to squeeze into it, but Velocity Ultra goes a step further by including Trophies (yes, there’s a Platinum!).
Hello again! It feels great to be back on PS.Blog — especially now that we’re able to reveal a project that so many people have asked for: a native PS Vita version of our multiple award-winning PS minis game Velocity!
It’s called Velocity Ultra, and it features Trophies, online high scores and a completely overhauled visual style at native PS Vita resolution. We’re reworking all the art in the game, so the cut scene stills have been recreated at a much higher standard than before.
We’re also unifying the art style throughout the game by ditching pixel art in favor of the edgy cartoon style.
The dinky (and rather pathetic) Quarp Jet now looks less dinky (and rather bad-ass)…
Hello! My name is Jack Lang, Junior Programmer at FuturLab. I’m responsible for the programming on our new game, Surge, and I’m here today to talk briefly about how the PlayStation Mobile SDK has made the process of developing our game for PS Vita really easy!
I started out as a Flash developer because I wanted to make games. This experience, along with some prior knowledge of C#, meant that I was able to use the PSM cross-platform SDK to focus on the game rather than the specifics of each platform it supports.
As you can see from the trailer above, Surge uses nice visual effects, and thanks to PSM I was able to pick and choose between high and low level programming libraries, making it possible to get visual features like the ‘awesomizer’ line style, particles and the attractive color blurring glow effects running efficiently and in a short space of time.